Well I don't know why would it necessary to insist them to be useless in first run. Most of the time I'm able to use ninja swap, berserker double or triple attack, BK nuke, 1 gs sleep and 1 winry stun, all within the first run simply the fact I abuse the ninja refresh, and sometime this still doesn't grant me a guarantee victory.I was talking about Mystics CDs, er don't have any Mystics with less than 5 turns CD because they don't want us to use Skill before first act in arena.Mystics skills also comes with effect, it's hard to balance this in Arena, if we were talking only about PVE aspect they would have changed CD to lesser values alreadyThere are skills with less than 5 turn CD. Plus if you have refresh, you can use skill with 7 turn CD during the first round (the turns before all unit has finished their moves). It is viable for mystic to have 3 or 4 turn cd skill, remember that the initial damage is only 100%, which is way lower than other nuke of other job.Devs would never reduce Skill CD to less than 5 turns because of Arena balance. That's something difficult you know, thinking about CD skill that is balanced for Arena and PVE, that's why the attack rework for mystics is more easy to implement without disrupting balance. I suggested on the other reply how it could work.
Mind warder - reduced damage, aoe delay count to 1 turn, main target 2 turn, shorter cd.
Rune magus - no changes is needed for this job, it is fine as it is.
Elementalist - this is one of the most useless job in arena, 7 turn glass cannon that doesn't kill anyone.
Warlock- this is also fine, though I wish it would be a non-damaging utility job with a very short cd.
As a mage, you are meant to cast spell, not sit around and wait for the clock.